HAEX keeps your character and your world in two separate saves
4 min read
Most survival games tie everything you own to one map. HAEX splits the save in two: your character keeps its gear, skills and recipes anywhere, and every world keeps its own story without you.
Two saves, and only one of them is yours
It is a co-op survival shooter for one to four players, set in a procedural sub-arctic open world where an anomaly has been detected and the science team sent to look at it has stopped answering. You push back the mist, craft weapons and gear, and go looking for them.
The structural decision is the one worth naming first: your character and your worlds are saved separately. Gear you unlock, skills you acquire and crafting recipes you find travel with you. A world keeps its own story, its own state and its own damage. You can start a fresh world for a new adventure, or drop into a friend’s game already fully kitted out, and neither of those actions costs the other anything.
The verbs underneath that are specific. A sentient cube gathers resources and scans the surroundings for you, and it levels up as you feed it. Alien abilities open up movement — dashing, double-jumping — so traversal gets faster the deeper you are. Combat switches between visceral gunplay and heavy melee, with gadgets and a modular weapon mod system for tuning a loadout to whatever the mist has put in the next clearing.
Then there are the seeds. You find or craft alien seeds and plant them, and the world changes: new areas open, new resources appear, and new threats come with them. That is a permanent, player-authored edit to a map you are going to keep playing in. Cold kills, hunger slows you down, and enemies, resources and secrets all evolve with depth, so the reward for going further is the same thing as the punishment.
What is allowed to survive
Roguelikes, Persistency, and Progression is the essay this game is built on top of, whether or not anyone at the studio has read it. Its argument is that the genre line has never really been about random levels — it is about what survives your death, and how much. HAEX answers that question twice, on two separate axes. The character is a persistent track that only ever accumulates. The world is a track that resets when you decide it should, and not before. Splitting them means a fresh world is a real fresh start without also being a demotion, which is the trade most survival games cannot make.
The Rise of the Systemic Game is what the seeds are reaching for. Systemic design is about objects, environments and rules that can act on each other and produce outcomes nobody authored — plans and accidents in the same breath. A seed that opens a new region and also releases something that now lives in your world is exactly that shape: the reward and the consequence are the same object, and you chose to plant it. Whether it lands depends on whether the threats you unleash actually interact with the rest of the world or just spawn near the flower.
Procedural Generation Only Works When Something Checks It is the risk. Its point is blunt: a generator that can produce a bad result will produce one, on someone else, on launch day, and the rules that reject bad output are not plumbing — they are the design. That pressure is higher here than in a roguelike, because a persistent world is not a run you can reroll in thirty seconds. A world that generates a dead-end approach to a key area is not a bad night, it is a bad save file, and the player has hours in it.
What you actually get
HAEX is made and published by [Dead Astronauts](https://haexgame.com), coming to Windows, with no date announced yet. Steam lists it under Action, Adventure and Early Access, with single-player and co-op for up to four, online and over LAN, plus full controller support.
The Early Access tag is worth reading as part of the design rather than a caveat. A game whose worlds are meant to be started, altered and abandoned is a game that can absorb changes to its generator between updates, because starting a new world was always a supported move. That is a genuinely comfortable fit, and it is the reason the two-save structure matters beyond convenience.
If the appeal is a survival game where the ground itself refuses to stay put, Funnel Runners is the other one on this list — there the tornado does the rewriting instead of you, eating the buildings and taking the loot inside them with it.
Keep reading
- Roguelikes, Persistency, and Progression
- The Rise of the Systemic Game
- Procedural Generation Only Works When Something Checks It
- Funnel Runners
One game at a time, with the mechanic that makes it interesting.
More indie game posts